Code cleanup

This commit is contained in:
Marcel Plch 2023-12-13 10:56:21 +01:00
parent 75cedfea0e
commit 29251ba60c
Signed by: dormouse
GPG key ID: 2CA77596BC4BDFFE
9 changed files with 178 additions and 184 deletions

View file

@ -13,20 +13,20 @@ include_directories(
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW
${OPENGL_LIBRARY}
glfw
GLEW
m
)
set(CMAKE_C_FLAGS "-O0 -ggdb -Wall")
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
add_executable(

View file

@ -13,6 +13,7 @@
#include <GL/glew.h>
// Include GLFW
#define GLFW_INCLUDE_VULKAN
#include <GLFW/glfw3.h>
// Include project headers

View file

@ -6,7 +6,8 @@ typedef struct _model {
size_t bufsize;
} Model;
Model * model_load(const char *);
Model *model_load(const char *);
int model_free(Model *);
#endif

View file

@ -1,12 +1,8 @@
#version 330 core
in float colorF;
out vec3 color;
void main() {
if (colorF == 0)
color = vec3(1, 1, 1);
else
color = vec3(0, 0, 0);
color = vec3(1, 1, 1);
}

234
src/cx.c
View file

@ -1,54 +1,53 @@
#include <cx.h>
int cx_glinit(GLFWwindow **window) {
// Initialise GLFW
if(!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
// Initialise GLFW
if(!glfwInit()) {
fprintf(stderr, "Failed to initialize GLFW\n");
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
*window = glfwCreateWindow(1280, 720, "OpenGL Clock", NULL, NULL);
if (*window == NULL) {
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
return -1;
}
// Open a window and create its OpenGL context
*window = glfwCreateWindow(1280, 720, "CONTROL-X", NULL, NULL);
if (*window == NULL) {
fprintf(stderr, "Failed to open GLFW window.\n");
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(*window);
glfwMakeContextCurrent(*window);
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
return -1;
}
// Initialize GLEW
if (glewInit() != GLEW_OK) {
fprintf(stderr, "Failed to initialize GLEW\n");
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(*window, GLFW_STICKY_KEYS, GL_TRUE);
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(*window, GLFW_STICKY_KEYS, GL_TRUE);
// Dark grey background
glClearColor(0.15f, 0.15f, 0.15f, 0.0f);
// Dark grey background
glClearColor(0.15f, 0.15f, 0.15f, 0.0f);
return 0;
}
int cx_glrun(GLFWwindow *window) {
GLuint VertexArrayID;
GLuint programID;
GLuint VertexArrayID;
GLuint programID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
// Create and compile our GLSL program from the shaders
// Create and compile our GLSL program from the shaders
if (LoadShaders(&programID,
"../shaders/SimpleVertexShader.vertexshader",
"../shaders/SimpleFragmentShader.fragmentshader")) {
@ -56,118 +55,111 @@ int cx_glrun(GLFWwindow *window) {
return -1;
}
// Load model to render from file
Model *model;
model = model_load("../triangle.obj");
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), model->object, GL_STATIC_DRAW);
// Allocate the render buffer
// GL uses this to feed the GPU
GLfloat *render_buffer;
render_buffer = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(render_buffer, model->object, model->bufsize * 4 * sizeof(GLfloat));
// Bind the render buffer to OpenGL
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), render_buffer, GL_STATIC_DRAW);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0 in the pipeline
4, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
);
// Remainder from cursor experiments, might be useful later
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
GLfloat *matrix;
GLfloat *temp = matrix_new();
GLfloat *rotation_matrix = matrix_new();
GLfloat *projection_matrix = matrix_new();
matrix = temp;
time_t t = time(NULL);
// Temporary storage of transformation results
GLfloat *temp_buffer;
GLfloat *projected_buffer;
temp = matrix_new();
temp[0] = cos(M_PI*2/60*(t%60));
temp[4] = -sin(M_PI*2/60*(t%60));
temp[1] = sin(M_PI*2/60*(t%60));
temp[5] = cos(M_PI*2/60*(t%60));
matrix = temp;
t /= 60;
projection_matrix[14] = -1.0f;
projection_matrix[0] = (GLfloat)9/16; // Widescreen FOV
GLfloat *projection = matrix_new();
GLfloat *buffer;
projection[14] = -1.0f;
buffer = matrix_new();
buffer[0] = (GLfloat)9/16;
temp = matrix_multip(projection, buffer);
free(buffer);
free(projection);
projection = temp;
temp = malloc(model->bufsize * 4 * sizeof(GLfloat));
buffer = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(temp, model->object, model->bufsize * 4 * sizeof(GLfloat));
GLfloat *orig;
orig = malloc(model->bufsize * 4 * sizeof(GLfloat));
memcpy(orig, model->object, model->bufsize * 4 * sizeof(GLfloat));
do {
// Clear the screen. It's not mentioned before Tutorial 02,
do {
// Clear the screen. It's not mentioned before Tutorial 02,
// but it can cause flickering, so it's there nonetheless.
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
// Use our shader
glUseProgram(programID);
// Use our shader
glUseProgram(programID);
time_t t = time(NULL);
GLfloat *temp_mat;
temp_mat = matrix_new();
temp_mat[0] = cos(M_PI*2/60*(t%60));
temp_mat[4] = -sin(M_PI*2/60*(t%60));
temp_mat[1] = sin(M_PI*2/60*(t%60));
temp_mat[5] = cos(M_PI*2/60*(t%60));
matrix = temp_mat;
t /= 60;
for (int i = 2; i < 5; i++) {
GLfloat *slice;
slice = matrix_transform(orig, model->bufsize, matrix);
memcpy(temp, slice, model->bufsize* 4 * sizeof(GLfloat));
free(slice);
}
free(buffer);
buffer = matrix_transform(temp, model->bufsize, projection);
memcpy(model->object, buffer, model->bufsize * 4 * sizeof(GLfloat));
GLuint vertexbuffer;
glGenBuffers(1, &vertexbuffer);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize * 4 * sizeof(GLfloat), model->object, GL_STATIC_DRAW);
rotation_matrix[0] = cos(M_PI*2/60*(t%60));
rotation_matrix[4] = -sin(M_PI*2/60*(t%60));
rotation_matrix[1] = sin(M_PI*2/60*(t%60));
rotation_matrix[5] = cos(M_PI*2/60*(t%60));
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
4, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
);
// BANANA, ROH-TAH-TEH
temp_buffer = matrix_transform(model->object, model->bufsize, rotation_matrix);
// Guess I'm just projecting.
projected_buffer = matrix_transform(temp_buffer, model->bufsize, projection_matrix);
memcpy(render_buffer, projected_buffer, model->bufsize * 4 * sizeof(GLfloat));
free(temp_buffer);
free(projected_buffer);
glBufferData(GL_ARRAY_BUFFER, model->bufsize*4*sizeof(GLfloat), render_buffer, GL_STATIC_DRAW);
// 1rst attribute buffer : vertices
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
glVertexAttribPointer(
0, // attribute 0 in the pipeline
4, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
NULL // array buffer offset
);
// Draw!
glDrawArrays(GL_TRIANGLES, 0, model->bufsize); // 3 indices starting at 0 -> 1 triangle
// Draw!
glDrawArrays(GL_TRIANGLES, 0, model->bufsize); // 3 indices starting at 0 -> 1 triangle
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(0);
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
// Swap buffers
glfwSwapBuffers(window);
glfwPollEvents();
// Check if the ESC key was pressed or the window was closed
usleep(1000000/60);
} while(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
!glfwWindowShouldClose(window));
} while(glfwGetKey(window, GLFW_KEY_ESCAPE) != GLFW_PRESS &&
!glfwWindowShouldClose(window));
// Close OpenGL window and terminate GLFW
free(matrix);
glfwTerminate();
// Close OpenGL window and terminate GLFW
glfwTerminate();
free(rotation_matrix);
free(projection_matrix);
model_free(model);
free(render_buffer);
return 0;
}

View file

@ -14,5 +14,7 @@ main(void) {
return -1;
}
return cx_glrun(window);
int retval;
retval = cx_glrun(window);
return retval;
}

View file

@ -8,11 +8,6 @@ model_new(size_t size) {
return model;
}
void
model_free(Model *self) {
free(self->object);
free(self);
}
Model *
model_load(const char *path) {
@ -63,8 +58,16 @@ model_load(const char *path) {
}
model->object[i*12+j*4+3] = 1;
}
model->bufsize = facecount*3;
}
free(vertices);
free(faces);
return model;
}
int
model_free(Model *self) {
free(self->object);
free(self);
return 0;
}

View file

@ -12,7 +12,7 @@ load_code(const char *filepath, char **code) {
return 1;
}
*code = malloc(256 * sizeof(char));
*code = malloc(1024 * sizeof(char));
if (code == NULL) {
fprintf(stderr, "Out of memory");
return 1;
@ -31,22 +31,22 @@ load_code(const char *filepath, char **code) {
static int
compile_code(const char *filepath, const char *code,
GLuint ShaderID, GLint *Result) {
int InfoLogLength;
// Compile Shader
printf("Compiling shader : %s\n", filepath);
glShaderSource(ShaderID, 1, (const char **)&code, NULL);
glCompileShader(ShaderID);
int InfoLogLength;
// Compile Shader
printf("Compiling shader : %s\n", filepath);
glShaderSource(ShaderID, 1, (const char **)&code, NULL);
glCompileShader(ShaderID);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ShaderErrorMessage = malloc(InfoLogLength+1);
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s\n", ShaderErrorMessage);
// Check Shader
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, Result);
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ShaderErrorMessage = malloc(InfoLogLength+1);
glGetShaderInfoLog(ShaderID, InfoLogLength, NULL, ShaderErrorMessage);
printf("%s\n", ShaderErrorMessage);
free(ShaderErrorMessage);
return -1;
}
}
return 0;
}
@ -57,58 +57,58 @@ LoadShaders(GLuint *programID, const char *vertex_file_path,
char *vertex_code = NULL;
char *fragment_code = NULL;
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Create the shaders
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
// Read the Vertex Shader code from the file
// Read the Vertex Shader code from the file
if (load_code(vertex_file_path, (char **)&vertex_code)) {
goto end;
}
// Read the Fragment Shader code from the file
// Read the Fragment Shader code from the file
if (load_code(fragment_file_path, (char **)&fragment_code)) {
goto end;
}
GLint Result = GL_FALSE;
GLint Result = GL_FALSE;
// Compile Vertex Shader
if (compile_code(vertex_file_path, vertex_code, VertexShaderID, &Result)) {
goto end;
}
// Compile Fragment Shader
// Compile Fragment Shader
if (compile_code(fragment_file_path, fragment_code, FragmentShaderID, &Result)) {
goto end;
}
// Link the program
printf("Linking program\n");
*programID = glCreateProgram();
glAttachShader(*programID, VertexShaderID);
glAttachShader(*programID, FragmentShaderID);
glLinkProgram(*programID);
// Link the program
printf("Linking program\n");
*programID = glCreateProgram();
glAttachShader(*programID, VertexShaderID);
glAttachShader(*programID, FragmentShaderID);
glLinkProgram(*programID);
GLint InfoLogLength;
// Check the program
glGetProgramiv(*programID, GL_LINK_STATUS, &Result);
glGetProgramiv(*programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(*programID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
// Check the program
glGetProgramiv(*programID, GL_LINK_STATUS, &Result);
glGetProgramiv(*programID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if (InfoLogLength > 0) {
char *ProgramErrorMessage = malloc(InfoLogLength+1);
glGetProgramInfoLog(*programID, InfoLogLength, NULL, ProgramErrorMessage);
printf("%s\n", ProgramErrorMessage);
}
glDetachShader(*programID, VertexShaderID);
glDetachShader(*programID, FragmentShaderID);
glDetachShader(*programID, VertexShaderID);
glDetachShader(*programID, FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
glDeleteShader(VertexShaderID);
glDeleteShader(FragmentShaderID);
// If code got here, it means it was successful
retval = 0;
retval = 0;
end:
free(vertex_code);

View file

@ -42,7 +42,6 @@ matrix_transform(GLfloat *vects, int vectcount,
result = calloc(vectcount*4, sizeof(GLfloat));
for (int k = 0; k < vectcount; k++) {
for (int j = 0; j < 4; j++) {
dot_prod = 0;